1#version 460 2#extension GL_NV_ray_tracing : enable 3layout(binding = 0, set = 0) uniform accelerationStructureNV accNV0; 4layout(binding = 1, set = 0) uniform accelerationStructureNV accNV1; // Unused 5layout(location = 0) rayPayloadNV vec4 payload; 6layout(shaderRecordNV) buffer block 7{ 8 float arr[4]; 9 vec4 pad; 10}; 11void main() 12{ 13 uint lx = gl_LaunchIDNV.x; 14 uint ly = gl_LaunchIDNV.y; 15 uint sx = gl_LaunchSizeNV.x; 16 uint sy = gl_LaunchSizeNV.y; 17 traceNV(accNV0, lx, ly, sx, sy, 0u, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, 1); 18 arr[3] = 1.0f; 19 pad = payload; 20} 21